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-- -- tasks base lib
local function language_change_say(theNPC)
    theNPC.CHAT_TABLE = {}
    pcall(function()
        -- theNPC.npc_base_lib:Get_Language() == "ch"
        theNPC.CHAT_TABLE = TUNING.NPC_CHAT_TABLE[ theNPC.npc_base_lib:Get_Language() ] ["npc_event_give_basic_supplies"] or {}
    end)
end

-------------------------------------------------------------------------------------------------------------------------------------------------
local function talk_fn(theNPC,_table)
    if _table and _table.talk then
        theNPC:DoTaskInTime(0.3,function()

            -- theNPC.npc_base_lib:Say(_table.talk)     
            if theNPC.____ask_item ~= "reviver" then
                theNPC.____ask_item = "reviver"
            else
                theNPC.____ask_item = "amulet"
            end

            theNPC.npc_base_lib:Show_Chat_Bubble({
                image = theNPC.____ask_item,
                num = 1,
                height = 4.3
            })


        end)
    end
end

local function Time_Out_Leave(inst)
    local theNPC = inst.entity:GetParent()
    local time = theNPC.npc_base_lib:Get_Time_Out()
    if time then
        inst:DoTaskInTime(time,function()
            inst:Remove()
            theNPC:AddDebuff("npc_event_leave","npc_event_leave")
            theNPC.npc_base_lib:Say(theNPC.CHAT_TABLE.time_out)
            print("Warning : npc time out and leave")
        end)
    end
end

local function GiveSupplies(theNPC)
    local theplayer = theNPC.__link_player
    if theplayer then
        -- local gift_table = 
        local gift_1 = theNPC.npc_base_lib:Get_Base_Food_List()
        local gift_2 = theNPC.npc_base_lib:Get_Cooked_Food_List()
        local gift_3 = theNPC.npc_base_lib:Get_Equipments_Hand()
        local gift_4 = theNPC.npc_base_lib:Get_Equipments_Hats()
        local gift_5 = theNPC.npc_base_lib:Get_Equipments_Body()
        local gift_6 = theNPC.npc_base_lib:Get_Base_Materials()
        local gift_7 = theNPC.npc_base_lib:Get_Special_Materials()



        if TUNING.NPC_CONFIG.REWARDS_LESS == true then
            local arg_table = { gift_1,gift_2,gift_6}
            local ret_gift_table = theNPC.npc_base_lib:Combine_Tables(arg_table)
            local retItemName = theNPC.npc_base_lib:GetRandom(ret_gift_table) or "log"
            theplayer.components.inventory:GiveItem(SpawnPrefab(retItemName))

            local food = theNPC.npc_base_lib:GetRandom(gift_1) or "log"
            theplayer.components.inventory:GiveItem(SpawnPrefab(food))

        else
            local food_talbe = theNPC.npc_base_lib:Combine_Tables({gift_1,gift_2,gift_2})
            local retFood_name = theNPC.npc_base_lib:GetRandom(food_talbe) or "log"
            local m_table = theNPC.npc_base_lib:Combine_Tables({gift_6,gift_6,gift_3,gift_4,gift_5,gift_6,gift_7})
            local ret_gift = theNPC.npc_base_lib:GetRandom(m_table) or "log"
            local food_num = math.random(5)
            local ret_food_inst = SpawnPrefab(retFood_name)

            if ret_food_inst.components.stackable then
                if food_num > ret_food_inst.components.stackable.maxsize then
                    food_num = ret_food_inst.components.stackable.maxsize
                end
                ret_food_inst.components.stackable.stacksize = food_num
            end
            theplayer.components.inventory:GiveItem(ret_food_inst)                
            

            local item_num = math.random(5)
            local ret_item_inst = SpawnPrefab(ret_gift)
            if ret_item_inst.components.stackable then
                if item_num > ret_item_inst.components.stackable.maxsize then
                    item_num = ret_item_inst.components.stackable.maxsize
                end
                ret_item_inst.components.stackable.stacksize = item_num
            end

            -- if ret_item_inst.GetSkinBuild and ret_item_inst:GetSkinBuild() then
                
            -- end
            theNPC.npc_base_lib:Change_Item_Skin(ret_item_inst)
            theplayer.components.inventory:GiveItem(ret_item_inst)                
            
        end


        

    end
end

local function NPC_TASKS_INIT(inst)
    local theNPC = inst.entity:GetParent()
    language_change_say(theNPC)
    -- Time_Out_Leave(inst)
    
    theNPC.npc_base_lib:Equip_Random_Hat()
    theNPC.npc_base_lib:Equip_Random_Cloth()
    theNPC.npc_base_lib:Equip_Random_Weapon()
    theNPC:AddTag("INLIMBO")
    -- theNPC:AddTag("Unable_To_Refuse")
    theNPC.npc_event = inst.prefab
end

local function NPC_TASKS(inst)
    local theNPC = inst.entity:GetParent()
    if TheWorld.state.isnight  or TheWorld:HasTag("cave") then
        theNPC.npc_base_lib:Try_2_Set_Light(true)
    else
        theNPC.npc_base_lib:Try_2_Set_Light(false)
    end
    local theplayer = theNPC.__link_player
    if theplayer == nil or theplayer:IsValid() == false then
        -- theNPC:RemoveDebuff(inst.prefab)
        inst:Remove()
        theNPC:AddDebuff("npc_event_leave","npc_event_leave")
        print("Warning : theNPC.__link_player == nil")
        return
    end

    if theNPC.event_step == nil then

        if theNPC.npc_base_lib:Close_2_Target_In_Range({range = 3}) == true then
            theNPC.event_step = 1
        end
        
    elseif theNPC.event_step == 1 then

        theNPC.npc_base_lib:FaceToInst()
        theNPC.npc_base_lib:Action_Give()

        theNPC.event_step = theNPC.event_step + 1

    elseif theNPC.event_step == 2 then
        GiveSupplies(theNPC)

        theNPC.npc_base_lib:Say(theNPC.CHAT_TABLE.those_are_for_you)
        theNPC.event_step = theNPC.event_step + 1
    elseif theNPC.event_step == 3 then
        if theNPC.npc_everything_data:Add("wait time 00",1) >= 6 then
            theNPC.event_step = 4
        end          
    elseif theNPC.event_step == 4 then
        -- theNPC.event_step = theNPC.event_step + 1
        -- theNPC:RemoveDebuff(inst.prefab)
        inst:Remove()
        theNPC.npc_base_lib:Say("Bye ~ ")
        theNPC:AddDebuff("npc_event_leave","npc_event_leave")
    end
end
--------------------------------------------------------------------------------------------------------------------------------------------------

local function OnAttached(inst,target) -- when the debuff on or player is newSpawn(or through the cave)
    inst.entity:SetParent(target.entity)
    inst.Network:SetClassifiedTarget(target)
    local NPC = inst.entity:GetParent()
    local flag ,error_code= pcall(function(inst,target)
        if TheWorld.ismastersim then

            NPC_TASKS_INIT(inst)


        end
    end,inst,target)
    if flag == false  then
        print("Error : OnAttached(inst,target) ",inst.prefab)
        print(error_code)
        NPC:Remove()
    end
end

local function OnDetached(inst) -- When eliminating from the outside
    local player = inst.entity:GetParent()   
    -- print(" FROM OUSIDE REMOVE ")
    
    -- inst:Remove()
end

local function ExtendDebuff(inst)
    -- inst.countdown = 3 + (inst._level:value() < CONTROL_LEVEL and EXTEND_TICKS or math.floor(TUNING.STALKER_MINDCONTROL_DURATION / FRAMES + .5))
end



local function OnUpdate(inst,ismastersim)
    local NPC = inst.entity:GetParent()
    local flag,error_code = pcall(function(inst,ismastersim)
        -- local NPC = inst.entity:GetParent()

        NPC_TASKS(inst)


    end,inst,ismastersim)
    if flag == false then
        print("Error : OnUpdate(inst,ismastersim) ,step:",NPC.event_step ,inst.prefab)
        print(error_code)
        NPC:Remove()
    end
end

local function fn()
    local inst = CreateEntity()

    inst.entity:AddTransform()
    inst.entity:AddNetwork()

    inst:AddTag("CLASSIFIED")


    -- inst:DoPeriodicTask(1, OnUpdate, nil, TheWorld.ismastersim)  -- in one seconds
    inst:DoPeriodicTask( 0.5, OnUpdate, nil, TheWorld.ismastersim)  -- in 0.5 seconds

    inst.entity:SetPristine()

    if not TheWorld.ismastersim then
        return inst
    end

    inst:AddComponent("debuff")
    inst.components.debuff:SetAttachedFn(OnAttached)
    inst.components.debuff.keepondespawn = false -- 是否保持debuff 到下次登陆
    -- inst.components.debuff:SetDetachedFn(inst.Remove)
    inst.components.debuff:SetDetachedFn(OnDetached)
    -- inst.components.debuff:SetExtendedFn(ExtendDebuff)
    -- ExtendDebuff(inst)


    return inst
end

return Prefab("npc_event_give_basic_supplies", fn)
